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October 8th, 2003, 09:36 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
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Re: New Automation Features
5) Commander Queue
One commander/turn/province is fine, but if you want to make a priest EVERY turn in a province, it is tedious to have to enqueue one every turn. A commander production queue (even a short one, of 5 units) that still only produced 1 commander per turn would be a godsend.
6) Multi-unit Enqueue
In Total Annihilation (the king of RTS anti-micromanagement features) you could shift-click to enque 5 units instead of 1. That would be REALLY useful when enqueueing militia, slingers, lobo guards, and other cheap units. A "Repeat" order would be nice, but would require modification of the game engine.
7) Enqueued Resources Counter
Want to know how many resources of units you have enqueued in a province? I always do. Why not add a counter, so people don't accidentally go over the max (and enque things that can't be produced that turn)?
8) Production Dequeue
Sometimes, when my buget is tight, I go one unit over the max that can be produced in a turn... and I have to clear the entire darn queue to get it just right. The ability to dequeue the Last unit would be very helpful to people who like to perfect their queueing.
-Cherry
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October 8th, 2003, 10:15 PM
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Second Lieutenant
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Join Date: Sep 2003
Posts: 483
Thanks: 0
Thanked 1 Time in 1 Post
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Re: New Automation Features
Maybe Messages about construction completion could also be handy? I know that 2/3 of construction is done in next turn, but it would be helpful if I can click-snap to the province to give new orders to commander. Also, it would eliminate the need of constantly checking upon the castle construction.
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October 8th, 2003, 10:27 PM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
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Re: New Automation Features
5 and 6 look really good and easy to implement. 7 and 8, if I understand correctly are already in. Remind me - in Dom I you could not remove Last unit from queue but only delete entire queue?
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October 8th, 2003, 10:30 PM
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Captain
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Join Date: Sep 2003
Location: New Mexico
Posts: 990
Thanks: 13
Thanked 15 Times in 14 Posts
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Re: New Automation Features
Quote:
Originally posted by Daynarr:
5 and 6 look really good and easy to implement. 7 and 8, if I understand correctly are already in. Remind me - in Dom I you could not remove Last unit from queue but only delete entire queue?
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Correct, which bugs me cuz it seems like you lose some resources when you delete at the start of a new turn with some resources already spent on the unit.
Its a pain when you want to make a correction to your build list anyway...
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October 8th, 2003, 10:34 PM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
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Re: New Automation Features
Well, your pain is gone.
You can delete Last unit in queue now just by clicking on units in queue.
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October 8th, 2003, 10:43 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
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Re: New Automation Features
Goody! 2 down, 6 to go 
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October 8th, 2003, 10:57 PM
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Sergeant
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Join Date: Sep 2003
Location: Austin, TX
Posts: 262
Thanks: 0
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Re: New Automation Features
I'd say both 5 and 6 sound good...especially 6. It always hurts the fun of a game when you want to queue up 50 *insert cheap unit name* and you have to click 50 times. Plus you mentioned total annihilation which gets you bonus points.
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